I did this for the game Insomnia Is Coming by Mr.Game www.insomniaiscoming.awsome.pl

This is my first retopology, of a character modeled with Sculptris, I used some photos of real rats as a reference for the body, while for the shape of the head, I was inspired to this drawing "http://meyeranek.deviantart.com/art/Rat-100137659".

@bsperan
Yes, I will try to optimize the rig, and export multiple versions... however will remain to add manual the IK chains, specular channel to the materials, and the ambient and reflection for the eyes...

Then, would it be possible to release a separate version of this exported via U3D? Some of us don't care that this would make it impossible to hide the whiskers or that the result would be a single, lowpoly mesh, as long as it would have the textures applied, so we could actually import it into our flavor of 3D software.

Then, would it be possible to release a separate version of this exported via U3D? Some of us don't care that this would make it impossible to hide the whiskers or that the result would be a single, lowpoly mesh, as long as it would have the textures applied, so we could actually import it into our flavor of 3D software.

@bsperan I can export it to FBX, Collada, or Unwrap3D (U3D), but in my version of C4D, FBX and Collada support only Color and Specular shaders, while the U3D plugin support all shaders, but creates a single mesh, then the mustache will be merged with the rat, without the possibility to hide them, if you wanted to replace them with dynamic hairs. Also, the mesh is lowpoly, then to have a greater more …@bsperan I can export it to FBX, Collada, or Unwrap3D (U3D), but in my version of C4D, FBX and Collada support only Color and Specular shaders, while the U3D plugin support all shaders, but creates a single mesh, then the mustache will be merged with the rat, without the possibility to hide them, if you wanted to replace them with dynamic hairs. Also, the mesh is lowpoly, then to have a greater polygonal resolution, the program used must have a NURBS subdivisions to able preserve the weights of the mesh... less

This is an amazing model! Too bad the files are so flawed they're almost unusable. Is there a chance you could clean up the model and try exporting again?

While texture files are included, neither FBX nor OBJ is mapped to a texture! There are steps to export properly. (E.g., apply a material to the object before export. Color Channel must contain a texture.)

The .FBX is probably not more …This is an amazing model! Too bad the files are so flawed they're almost unusable. Is there a chance you could clean up the model and try exporting again?

While texture files are included, neither FBX nor OBJ is mapped to a texture! There are steps to export properly. (E.g., apply a material to the object before export. Color Channel must contain a texture.)

The .FBX is probably not rigged because Cinema 4D uses "joints". One must first convert joints to bones before export. And to do a good job you use the weigh tool to clean up the auto-weighting of the mesh to bones.

Not even the .C4D file seems usable. I tried using FinalMesh to load the .C4D and convert it. But it would not load. Someone at FinalMesh told me the .C4D won't even load in Cinema 4D as it depends on a certain plugin... less

Hello greetings great job, my situation is this, in recent weeks I have modeled and painted in Sculptris a fictional character, cinema 4D export it and try to cheer him up, put my bones, to the point of being able to move each of the tips character, however, at the joints like the knees and elbows, do not behave like skin ..... I have noticed that the Mayan Sculptris imported is different as it more …Hello greetings great job, my situation is this, in recent weeks I have modeled and painted in Sculptris a fictional character, cinema 4D export it and try to cheer him up, put my bones, to the point of being able to move each of the tips character, however, at the joints like the knees and elbows, do not behave like skin ..... I have noticed that the Mayan Sculptris imported is different as it consists of many triangular shaped polygons, but in many cases seen Rigin and Maya is a square formed by ... well my question is whether to do this I need to retopologized ... your help less